--luacheck: ignore local math_random = math.random local simplex_noise = require 'utils.simplex_noise'.d2 local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'} local function island_noise(p, seed_1, seed_2, seed_3) local noise_1 = simplex_noise(p.x * seed_m1, p.y * seed_m1, seed_1) local noise_2 = simplex_noise(p.x * seed_m2, p.y * seed_m2, seed_2) local noise_3 = simplex_noise(p.x * seed_m3, p.y * seed_m3, seed_3) local noise = math.abs(noise_1 + noise_2 * 0.5 + noise_3 * 0.2) noise = noise / 1.7 return noise end local function island_noise_radius(position) local noise = island_noise(position, seed_1, seed_2, seed_3) local radius = global.stages[global.current_stage].size return radius * 0.5 + noise * radius * 0.5 end local function draw_island_tiles(surface, position, radius) local tiles = {} for y = radius * -1, radius, 1 do for x = radius * -1, radius, 1 do local p = {x = x + position.x, y = y + position.y} if surface.get_tile(p).name == 'deepwater' then local distance = math.sqrt(x ^ 2 + y ^ 2) local tile = false local noise_radius = island_noise_radius(p) if distance < noise_radius - radius * 0.15 then tile = {name = game.surfaces['island_tiles'].get_tile(x, y).name, position = p} else if distance < noise_radius then tile = {name = 'water', position = p} end end if tile then tiles[#tiles + 1] = tile end end end end surface.set_tiles(tiles, true) return tiles end local function get_vector() if global.current_stage == 1 then return {0, -1} end if global.current_stage == #global.stages then return {0, 1} end local position = global.path_tiles[#global.path_tiles].position local island_size = global.stages[global.current_stage].size local y_modifier = 0 if math.abs(position.y) < 32 + island_size * 3 then y_modifier = math.random(25, 100) * -0.01 else y_modifier = math.random(25, 100) * 0.01 end return {1, y_modifier} end local function set_island_surface() local map_gen_settings = {} map_gen_settings.height = global.stages[global.current_stage].size * 2 map_gen_settings.width = global.stages[global.current_stage].size * 2 map_gen_settings.water = 0 map_gen_settings.terrain_segmentation = 1 map_gen_settings.seed = math.random(1, 999999999) map_gen_settings.cliff_settings = {cliff_elevation_interval = math.random(2, 16), cliff_elevation_0 = math.random(2, 16)} map_gen_settings.autoplace_controls = { ['coal'] = {frequency = 0, size = 0, richness = 0}, ['stone'] = {frequency = 0, size = 0, richness = 0}, ['copper-ore'] = {frequency = 0, size = 0, richness = 0}, ['iron-ore'] = {frequency = 0, size = 0, richness = 0}, ['uranium-ore'] = {frequency = 0, size = 0, richness = 0}, ['crude-oil'] = {frequency = 0, size = 0, richness = 0}, ['trees'] = {frequency = 50, size = 0.1, richness = math.random(0, 10) * 0.1}, ['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'} } game.create_surface('island_tiles', map_gen_settings) local surface = game.surfaces['island_tiles'] surface.request_to_generate_chunks({0, 0}, math.ceil(max_island_radius / 32)) surface.force_generate_chunk_requests() end function draw_the_island() if not global.stages[global.current_stage].size then global.gamestate = 4 return end if game.surfaces['island_tiles'] then game.delete_surface(game.surfaces['island_tiles']) return end local surface = game.surfaces[1] local position = global.path_tiles[#global.path_tiles].position seed_1 = math.random(1, 9999999) seed_2 = math.random(1, 9999999) seed_3 = math.random(1, 9999999) seed_m1 = (math.random(8, 16) * 0.1) / global.stages[global.current_stage].size seed_m2 = (math.random(12, 24) * 0.1) / global.stages[global.current_stage].size seed_m3 = (math.random(50, 100) * 0.1) / global.stages[global.current_stage].size set_island_surface() local tiles = draw_island_tiles(surface, position, global.stages[global.current_stage].size) for _, decorative in pairs(game.surfaces['island_tiles'].find_decoratives_filtered({})) do local distance = math.sqrt(decorative.position.x ^ 2 + decorative.position.y ^ 2) if distance <= global.stages[global.current_stage].size then surface.create_decoratives { check_collision = true, decoratives = {{name = decorative.decorative.name, position = {position.x + decorative.position.x, position.y + decorative.position.y}, amount = decorative.amount}} } end end for _, e in pairs(game.surfaces['island_tiles'].find_entities_filtered({})) do local distance = math.sqrt(e.position.x ^ 2 + e.position.y ^ 2) local p = {x = position.x + e.position.x, y = position.y + e.position.y} if distance <= island_noise_radius(p) then if e.type == 'simple-entity' then e.clone({position = p, surface = surface, force = 'neutral'}) else if surface.can_place_entity({name = 'tree-01', position = p}) then e.clone({position = p, surface = surface, force = 'neutral'}) end end end end --local tree = global.tree_raffle[math.random(1, #global.tree_raffle)] local seed = math.random(1, 1000000) for _, t in pairs(tiles) do if math.random(1, 32) == 1 then local noise = simplex_noise(t.position.x * 0.02, t.position.y * 0.02, seed) if noise > 0.75 or noise < -0.75 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = t.position}) end end --if surface.can_place_entity({name = "wooden-chest", position = t.position}) then -- if math.random(1, 64) == 1 then -- if simplex_noise(t.position.x * 0.02, t.position.y * 0.02, seed) > 0.25 then -- surface.create_entity({name = tree, position = t.position}) -- end -- end --end end add_enemies(surface, tiles) global.gamestate = 4 end local function add_path_decoratives(surface, tiles) local d = global.decorative_names[math.random(1, #global.decorative_names)] for _, t in pairs(tiles) do local noise = simplex_noise(t.position.x * 0.075, t.position.y * 0.075, game.surfaces[1].map_gen_settings.seed) if math.random(1, 3) == 1 and noise > 0 then surface.create_decoratives {check_collision = false, decoratives = {{name = d, position = t.position, amount = math.floor(math.abs(noise * 3)) + 1}}} end end end local draw_path_tile_whitelist = { ['water'] = true, ['deepwater'] = true } local path_tile_names = {'grass-2', 'grass-3', 'grass-4', 'dirt-1', 'dirt-2', 'dirt-3', 'dirt-4', 'dirt-5', 'dirt-6', 'dirt-7', 'water-shallow'} function draw_path_to_next_stage() local surface = game.surfaces[1] --if global.current_stage ~= #global.stages then -- if global.current_stage == #global.stages - 1 then --game.print("--Final Stage--") -- else --game.print("--Stage " .. global.current_stage .. "--") -- end --end local position = {x = 0, y = 0} if global.path_tiles then position = global.path_tiles[#global.path_tiles].position end --game.print(get_vector()[1] .. " " .. get_vector()[2]) global.path_tiles = noise_vector_tile_path( surface, path_tile_names[math_random(1, #path_tile_names)], position, get_vector(), global.stages[global.current_stage].path_length, math.random(2, 4), draw_path_tile_whitelist ) add_path_decoratives(surface, global.path_tiles) if global.current_stage ~= #global.stages and global.current_stage > 2 then if math_random(1, 3) == 1 then add_path_decoratives( surface, noise_vector_tile_path( surface, path_tile_names[math_random(1, #path_tile_names - 1)], position, {0, 1}, global.stages[#global.stages].path_length, math.random(2, 4), draw_path_tile_whitelist ) ) end end global.gamestate = 3 end local tile_reset_blacklist = { ['deepwater'] = true, ['out-of-map'] = true } local function get_level_tiles(surface) global.level_tiles = {} for chunk in surface.get_chunks() do if chunk.y < 0 and game.forces.player.is_chunk_charted(surface, chunk) then for x = 0, 31, 1 do for y = 0, 31, 1 do local tile = surface.get_tile({chunk.x * 32 + x, chunk.y * 32 + y}) if not tile_reset_blacklist[tile.name] then local index = math.abs(tile.position.y) if not global.level_tiles[index] then global.level_tiles[index] = {} end global.level_tiles[index][#global.level_tiles[index] + 1] = tile end end end end end for k, tile_row in pairs(global.level_tiles) do table.shuffle_table(global.level_tiles[k]) end end local function wipe_vision(surface) for chunk in surface.get_chunks() do if chunk.y < 0 then game.forces.player.unchart_chunk(chunk, surface) end end end local particles = {'coal-particle', 'copper-ore-particle', 'iron-ore-particle', 'stone-particle'} local function create_particles(surface, position) local particle = particles[math_random(1, #particles)] local m = math_random(10, 30) local m2 = m * 0.005 for i = 1, 4, 1 do surface.create_entity( { name = particle, position = position, frame_speed = 0.1, vertical_speed = 0.1, height = 0.1, movement = {m2 - (math_random(0, m) * 0.01), m2 - (math_random(0, m) * 0.01)} } ) end end function kill_the_level() local surface = game.surfaces[1] if not global.level_tiles then get_level_tiles(surface) end if not global.kill_the_level_speed then global.kill_the_level_speed = 0 end global.kill_the_level_speed = global.kill_the_level_speed + 0.0025 local amount = global.kill_the_level_speed for i = #global.level_tiles, 1, -1 do if global.level_tiles[i] then for k, tile in pairs(global.level_tiles[i]) do surface.set_tiles({{name = 'deepwater', position = tile.position}}, true) create_particles(surface, tile.position) global.level_tiles[i][k] = nil amount = amount - 1 if amount <= 0 then return end end global.level_tiles[i] = nil end end if #global.level_tiles == 0 then wipe_vision(surface) global.kill_the_level_speed = nil global.level_tiles = nil global.gamestate = 1 end end local function process_tile(surface, position) if position.x < -128 then surface.set_tiles({{name = 'out-of-map', position = position}}, true) return end if position.x > 8192 then surface.set_tiles({{name = 'out-of-map', position = position}}, true) return end if position.y < 0 then surface.set_tiles({{name = 'deepwater', position = position}}, true) return end if position.y > 32 then surface.set_tiles({{name = 'water-green', position = position}}, true) if math.random(1, 4096) == 1 then if math.random(1, 4) == 1 then surface.set_tiles({{name = 'sand-1', position = position}}, true) create_dump_chest(surface, position, false) else surface.set_tiles({{name = 'sand-1', position = position}}, true) create_shopping_chest(surface, position, false) end end return end if position.y > 10 + simplex_noise(position.x * 0.010, 0, game.surfaces[1].map_gen_settings.seed) * 4 then surface.set_tiles({{name = 'water-green', position = position}}, true) return end local index = math.floor((simplex_noise(position.x * 0.01, position.y * 0.01, game.surfaces[1].map_gen_settings.seed) * 10) % 3) + 1 surface.set_tiles({{name = 'sand-' .. index, position = position}}, true) if position.x > 32 then return true end if position.y == 6 then if position.x == -16 then create_shopping_chest(surface, position, false) end if position.x == 16 then create_dump_chest(surface, position, false) end end return true end local function on_chunk_generated(event) if event.surface.index ~= 1 then return end local left_top = event.area.left_top local surface = event.surface local decoratives = {} for k, e in pairs(surface.find_entities_filtered({area = event.area})) do if e.force.name ~= 'player' then e.destroy() end end for x = 0, 31, 1 do for y = 0, 31, 1 do local position = {x = left_top.x + x, y = left_top.y + y} if process_tile(surface, position) then local noise = simplex_noise(position.x * 0.050, position.y * 0.050, game.surfaces[1].map_gen_settings.seed) if math.random(1, 2) == 1 and noise < -0.75 then decoratives[#decoratives + 1] = {name = 'green-pita', position = position, amount = math.random(1, 3)} end if math.random(1, 4) == 1 and noise > 0.50 then decoratives[#decoratives + 1] = {name = 'garballo', position = position, amount = math.random(1, 3)} end if math.random(1, 32) == 1 then decoratives[#decoratives + 1] = {name = 'sand-dune-decal', position = position, amount = math.random(1, 3)} end end end end surface.destroy_decoratives({area = event.area}) surface.create_decoratives {check_collision = true, decoratives = decoratives} end local event = require 'utils.event' event.add(defines.events.on_chunk_generated, on_chunk_generated)